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GenTel

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Games

YearLDThemeGameDivisionRankOvFuInThGrAuMo
202046Keep it alive👥Guardian Lichjam2863.943.853.414.043.983.793.78
201945Start with nothing👥Solar Gridjam5963.423.053.213.184.033.953.13
201944Your life is currency👥Lifeblood Arenajam3733.613.713.033.613.593.713.49
201841Combine 2 Incompatible Genres👥Dungeon Driftjam9123.102.713.173.332.793.033.03
201739Running out of Power👥Diamond Latticejam3503.483.193.524.103.192.33

Performance over time

overall score (left axis) percentile (right axis)

Correlations

Feedback left by GenTel

GenTel leaves an average of 13.9 feedback comments each event.

LD46 — Keep it alive (11)

Lights Out by Chance Slaughter 2020-04-26T04:20:31Z ♥ 1

Good work, the zombie defense style is an exciting one and I liked the sounds. I tried a bunch of different strategies and the general feel of defending your base from invasion had me invested in doing well. The balance was tuned well where the upgrades were attainable but definitely costly. I played a few times but haven't been able to get close to the 177k you've listed as your best score. My best thus far is 24k and I'm not sure how you and other people are getting all 6 turrets and such - once I get one turret and two speed upgrades the zombie wave seems to overwhelm how quickly I can cycle around the generator.

To improve, my main issue was my character and the bullets getting stuck on the generator, as well as the buyable walls really just being a way to unleash a flood of zombies on yourself. I agree that the player shouldn't be able to just sit in the middle and spray down all enemies on the map but the player and bullets getting stuck was frustrating especially when enemies were swarming the generator.

Overall an exciting game.

Medic VS Virus by CamCam 2020-04-26T03:36:37Z ♥ 0

Nice game, timely hospital/disease concept and I liked that we had a good variety of different units to pick from. Pretty good balance where you had to come up with a strategy to win.

To improve, I wish the different units had more distinct functions. I came up with my strategy for gel/bomber behind a shield but more strategic options like the Plants vs. Zombies sunflowers, walnut, and squash could help vary it up.

Tetralon by frosty 2020-04-26T03:01:19Z ♥ 1

Timely quarantine concept, and the trumpet sound added a lot. I also liked the way that the tiles and buildings transformed when you surrounded them with walls. I replayed the game a few times and managed to get to baron/baroness level after understanding the mechanics better.

To improve: My main issue was that water and trees didn't count as walls. I wanted to use them strategically to boost my efficiency but instead they broke my enclosure leaving me confused as to why it wasn't working.

Trail Blazer by Teo Yong Jie 2020-04-26T02:33:05Z ♥ 1

Well-done platformer with lots of levels and good mechanics. Specifically, I liked the leniency it had on the jumps and landings - like if the left quarter-circle of the fire were on the block you could still jump even if the very bottom of your character was below it. Time constraints made it interesting but not too difficult.

To improve, the biggest thing would be the last level. There's one indoor level that has very good and challenging platforming especially at high speed. Making the last level similarly good would make the end feel more rewarding. Second there were some surprising/confusing teleports when you got to a save point that didn't seem necessary.

Overall a good entry, the platforming level was very exciting.

Deer Quest by Brachistosauro 2020-04-26T01:49:24Z ♥ 1

Funny parody of the typical quest RPG. The graphics were pixel but still very good. I especially thought the forest maze looked good - it wasn't just a grid of the same tree sprite repeated forever. I liked the save points - it would have been hard redoing all parts to retry the final boss.

To improve, I'd say the final boss was a good difficulty but in some of the wrong ways. Seemed like I needed to circle strafe around him to dodge the gun but beyond that I don't really know what I did wrong/right to win/lose to him but eventually I did win.

Finally, good final dialogue and good end screen.

SideKick by Paul Nadan 2020-04-26T01:11:22Z ♥ 1

Nice, I like how you were able to do procedural generation with the city skyline and still have it look and feel like a real city. I liked the multiple types of enemies and the difficulty was tuned very well. I appreciated having a down button so I didn't get stuck on the buildings.

To improve, for the boss fight I just ran face-first into the boss until it exploded and hoped the sidekick didn't get killed, so some more challenge and complexity there would be good. And maybe some extra skill mechanics like a side-dash could give more room to do well mechanically.

Server Simulator by codinghusi 2020-04-26T00:46:21Z ♥ 1

I like how you've brought the real-world server load balancing problem into your game in a fun tycoon-esque way. Very realistic with all the switches and server scales and FIFOs and such. The tech side of this game is really good - making a n-way tree is easy enough in a backend program but getting the frontend to rearrange and represent that without getting into horrible overlaps and distortions is really impressive.

I agree that balance is the main place for the game to improve. At first I thought that the FIFOs were equally important but lost the game very quickly because they drain upkeep cost without enough benefit. There's also a limit where the load and income stop increasing and all servers beyond that drain your money. I ended up selling half my servers and going with this config which might not last forever but was fine to keep running while I wrote this review:

ServerSimulator_QbaXTcSY2h.png

As a professional backend developer I like seeing a game with this stuff.

Fire Is Life by Alex Horstman 2020-04-25T10:15:10Z ♥ 0

Interesting and original - kind of like a bullet hell game trying to weave through the water drops. I like that you involved the water in more than one way by having the tide rise. I also liked the expressions on the fireball and the way the character is carrying it. To improve I wish there were some more techniques and options to protect the fireball better especially during the flood.

Genki by GOD COLO 2020-04-25T10:07:08Z ♥ 1

Good work for 7 hours! Classic Asteroids-style space shooter and the enemies were fun to dodge at the start. To improve I'd say definitely the off-screen bug as well as making the enemies and combat more complex.

Keepalive.exe by PTSnoop 2020-04-25T08:07:31Z ♥ 1

Very exciting game. I like the minimalist graphics and computer humor. Good mix of different mechanics from the servers to the printers to the phones. All the mechanics and story/scenario kept in line with both the jam theme and the computer motif very well. One thing that was both good and bad was that the death countdown continued if any machines were disconnected - this made fixing one connection useless if another was also dead but it also made it more intense.

To improve I'd say the controls were a bit cumbersome. Maybe an option to back up or such would help, or maybe a putt button to shoot the ball less hard.

I replayed the game a good handful of times to make it through to the end screen - that last level is so intense.

Job-Changing Janitor Fights Off Zombies And Tries To Save Patients At A Hospital by Grentacular 2020-04-25T07:26:04Z ♥ 2

Super creative concept. Laying down the water was a bit in the spirit of tower defense, with combat and healing all in the same game at fast pace. Good scenario, art, sound, and music. Giving the player all 3 roles to juggle at once really makes things intense.

To improve: Balance tuning - If the player goes full-time medic he can still barely keep all 8 patients alive, let alone swapping off to soldier and janitor. I found myself leaving a ton of water on the floor as the janitor and then spending the whole rest of the game as medic. Running off to change classes takes too long so it should be made faster so it'll be more practical.

LD45 — Start with nothing (7)

Nought - Procedurally Generated Dungeon by sacredbacon 2019-10-25T05:00:43Z ♥ 1

Nice dungeon crawler, I liked that I could regenerate my health and keep on playing. The dart was a pretty good upgrade. I definitely wanted a boss battle and some more types of enemies could have added a lot. The levels were generated in a fun way so I had to hunt around for the exit.

Funnily enough my favorite part of the game was a bug I discovered - I found that I could drop the bomb in the middle of the screen, then dash to the doorway and the bomb would explode in the identical position but in the next room and kill a bunch of enemies. Loved doing that.

Many Mini-Minions by juxipolo 2019-10-25T04:34:53Z ♥ 0

Implementing an autochess game in such a short timeframe is impressive and it works very well! I like the candle guy as well. Good amount of content as well. To improve, I'd say it should be more obvious when you've used an item on a minion, and the fights should be more challenging as well.

Space Time by GandalfTheGod 2019-10-25T03:44:44Z ♥ 1

Nice work, I like the aesthetic and the levels are well-balanced for a 3-day contest. There were a good number of levels and I took the time to beat them all. My complaints are similar to those above, the dash was too weak at larger sizes and useless due to control difficulties at smaller sizes. Likewise the size-judgment frustration was definitely a factor. I like the general anti-matter heat-death concept in general.

Game from the Void by Cole and Jordan Studios 2019-10-25T02:42:23Z ♥ 1

I'm getting Internal Server Error on gamejolt - if this keeps up you might want to re-host on itch.io

Edit - Got the game so it's working now. But if it keeps up the secondary upload might still be good.

Extremely creative game with excellent humor, like the others I'm going to avoid spoiling stuff. I could tell I could shoot but didn't realize it was having any effect on the enemy at first. I like the many different technical elements that went into the game.

Temptris by Alexander Crane 2019-10-25T02:33:51Z ♥ 1

I like it - creative concept and a nice take on the theme. It's really balanced very well for such a short contest. I especially liked how I could strategize my level building to help me during gameplay - like I would intentionally build dead-ends so I would know where not to walk. My main complaint would be that placing just one block in the top row ends the level creator so it can come down to random chance and you have very little time to decide. Also an algorithm (BFS/DFS) to check if the dungeon is passable would be quite easy to write and very cool as well.

First, you get the potatoes by Kodiqi 2019-10-24T03:22:02Z ♥ 2

Things I liked:

- Good balance between the different stat-building actions and the value they contribute to your combat

- Like the feel of the meters climbing up and giving you stuff

- Costs and difficulty of enemies scale appropriately

- Good humor

- Can play while washing dishes

Things I disliked:

- Could use some more mood stuff like multiple enemy sprites, sounds, etc

- Potato skins as a byproduct of eating potatoes is offensive because it implies that the potato is being eaten without the skin

- Higher tiers of prestige should give more mechanics instead of just multipliers

- A bit of player involvement in combat like timed attack parrying could add to the experience.

Aphantasia by kristinamay 2019-10-24T01:44:21Z ♥ 1

Nice work, very original! You have an especially good take on the theme. The dialogue is likewise excellent for such a short timeframe. Tech-wise making it so the player could easily draw and layer stuff was very interesting and a great mechanic.

To improve I'd say it was often hard to tell what order to put stuff in to make it all show instead of covering stuff up. Maybe making some of the elements cover up less would help or some intended order for the pieces to go in.

LD44 — Your life is currency (37)

Force of Nature by Griddolini 2019-05-07T02:01:20Z ♥ 3

Great artwork, good sound effects, and it's generally a very difficult genre of game to implement on such a short timescale. It's not 100% an RTS game but it's in that area, and getting all the graphics and collisions working well in that 3D-2D environment can't have been easy. The game really made a sort of a "life economy" work so in that regard it fit the theme much better than most. There were only 3 types of enemies I think but it wasn't a problem, the waves were appropriate in difficulty and they had great AI making them interesting to fight.

My main issue was how slowly the forest energy meter built and how cryptic it was. I built buildings whenever I saw the flowers (often couldn't find them when I wanted them) and I got to like 49% but had a hard time getting any further. One other thing is the escape key - in RTS games the escape key is deselect, for undoing a q/w/e's transition to casting mode putting you back to the default mode. It should follow convention here too.

Conway's Currency by klianc09 2019-05-06T23:25:41Z ♥ 1

I like the bringing in of smart concepts like the Game of Life. The dungeon crawler aspect of the game was itself well done and a good challenge. The art and general mood of it all worked well. With a bit more tutorial I think there could be a lot more potential unlocked with regard to the strategies. The main thing I got strategically was turning coins into a ton of hearts with the potion which was a lot of fun figuring out and also very effective.

Ultimately despite being familiar with the Game of Life and looking up the patterns I still got confused unfortunately. Like a 2x2 is supposed to be a still life but for some reason stuff would still change when I expected it not to and it really felt more like I just lost items randomly.

Coin Bois by Alchemic 2019-05-06T22:54:19Z ♥ 1

Wow, that's a crazy amount of smart levels to come up with in such a short timeframe. A lot of LD games have maybe 3 tutorial levels and 1 that takes real advantage of the unique functionality, this has a ton that take real thinking to figure out.

I like the parallel controls and also the fact that the health-currency relationship was very present and important in terms of winning and losing the level.

5 Minute Dungeon by LubFotPig 2019-05-06T21:48:05Z ♥ 1

The game worked well - I chose the speed power up and was able to beat the game first try with it. I like how there was the indicator to tell me where to go. Having the big selection of powerups and a good system for choosing them was a good idea. It almost doubled as a tutorial for the game.

I would have liked some more challenging enemies with better AI, just running away while shooting seemed too effective.

Mr. Mewsifer's Malevolent Market by Faelim 2019-05-06T21:14:03Z ♥ 1

I love the feel and aesthetic and it's all very original. The pace can get intense and you really feel it because of the artwork and the music supporting it as opposed to just having a fast timer.

My one criticism is I couldn't really understand a lot of the hints. The color one is the only thing I could decipher consistently so I mainly just guessed based on that.

Mana Loss by Tempii 2019-05-06T21:05:57Z ♥ 1

I think this is the second card game I've seen in this contest, the general card game mechanics and rules are really well-done. Not just the card interactions but the dragging and UI really worked, the cards even rearranged through dragging. That whole text log gives a lot of explanation and makes it easy to understand but at the same time it shows how much complexity needed to be managed in making the game work.

My main criticism is that there should be a bit more strategic depth. But overall the game is well-built.

Apothecary's Piggy Bank by MayChant 2019-05-06T07:55:11Z ♥ 1

Very cool unique concept. It's like a live-time Plague Inc. The upgrades seem pretty well-balanced, and the gameplay in general is engaging. There's some strategy of who to go for and how to cordon off areas and so forth.

Eventually there are just so many enemies compared to healthy patients it seems impossible so that's my only complaint.

Hand of Death by josefnpat 2019-05-06T07:40:42Z ♥ 2

It's really creative and it's really the only time I've seen a 3D engine put to good use in Ludum Dare. The mix of 2D and 3D was something I'd never seen outside of Paper Mario. The story and dialogue were interesting and engaging. Unique characters are a bit of a rarity in these contests. The music was also good. Falling out of the world to exit was a really creative and funny addition as well.

It was a bit easy to get lost as to what to do next at some points and I would've liked some more content and challenges but in general it was all very well done.

Little Dead Riding Hood by Aim 2019-05-06T07:13:08Z ♥ 0

I see the graphics as the main highlight, with well-fitting music and good sound effects as well. I appreciate the difficulty being about right for testing and reviewing purposes as well.

One issue was that there were ghosts stuck outside the walls and they'd have weird teleporting behavior. And it seemed a bit random whether I got hit or not when swinging at enemies.

KNIFE=LIFE by QuadApe 2019-05-06T05:08:11Z ♥ 1

The controls and physics are on another level. Even most big-name studio games don't have controls this good. I like how you got a very minimalist aesthetic to still look good. The sound and music were likewise very understated but were very tasteful and appropriate and all worked very well.

My main criticism is that enemies often made a wall of bullets that was essentially impossible to dodge.

Heart Sacrificer by Ruztan 2019-05-06T04:13:18Z ♥ 1

The levels are the real highlight of this game, it's a lot of content and the levels are tuned very well for such a short timespan. Challenging but definitely doable, and I got to the end for the nice message. The wall enforced a fast pace and added intensity but it was a fair pace too.

To improve:

- Sometimes I couldn't shoot despite being in shooting position for no reason

- After buying from the shop I couldn't buy again after dying and I don't think I still had the power-ups

- Minor weirdness like dying again instantly after respawning and general control smoothness could be improved some.

Between Light and Shadow by winniehell 2019-05-06T00:02:35Z ♥ 1

The graphics and story are great, and the music also fit well, and the sound effects on losing a heart were good too. The girl getting older through spending her lifepoints made it all hit home so much more. The general amount of content between the levels and the dialogue is absolutely enormous for such a short timespan.

I'd say the walk-around was a little bit slow. And I'm still not sure if the enemies' rock-paper-scissors is random, for some reason I was losing consistently through both random and scissor-heavy strategies to take advantage of the upgrade.

Minus by DrSkort 2019-05-05T22:34:00Z ♥ 1

Really great work, this'll be the highest ratings I've given out so far. The mood was incredible with both an extremely appropriate music track, great text, and artwork all matching up well. Level design was also good, especially the part where you have to go from the high platform to the low one and back all in the air.

To improve:

- The back side of the sideways spikes kills when it should just be a wall since it's not the sharp end

- Movement could be smoother

- On reset, retains your end-game score from the last run so you have to refresh

Also here's my current PB, might improve later:

chrome_2019-05-05_15-43-05.png

Loot Goblin by Zeaga 2019-05-05T21:33:15Z ♥ 1

Pros: - Smooth movement that was neither too jerky nor too floaty

- Nice gold drop on damage

- Music fit the pace of the game well

Cons:

- A bit too simple on the dodge mechanic, like Asteroids is slower but there's a ton of stuff to navigate around that forms new patterns every time.

Master of Lifeblood by oillen 2019-05-05T21:07:50Z ♥ 1

Making an RTS game for Ludum Dare is a bold choice in itself. Really it's one of the hardest genres you could pick. The player unit AI was quite good. I liked the two different types of enemies and the enemy mechanics were themselves well done. The controls were familiar enough to Starcraft that I could figure them out with no major issues.

Getting stuck on enemies and a somewhat confusing unit build system were my two biggest issues. It seemed like the progress bar wouldn't start until like 5s after I clicked the button and there wasn't a construction queue. Fixing these two issues would unlock a ton of potential in the game.

Card Boxer by recursor 2019-05-05T20:39:57Z ♥ 1

This is a really good format and well-executed for the timespan. The life trade-offs really matter and that makes the game fit the theme a lot more. Having a serious in-game tutorial is a big deal as well especially with the shorter 48hr timespan. Good dialogue on the fight and such as well.

My main issue is that the life pool doesn't increase between games or restore much mid-match so eventually I can't use uppercuts and such, but the enemies have a lot of health so I need to do that damage.

Click Heartbeat by Hangacs 2019-05-05T09:22:17Z ♥ 1

Very interesting concept! I love math puzzles and like dealing with the number theory and this seemed especially related to the Collatz series which I like a lot.

One criticism I have is that there's no backspace button, so some big number turned out to be divisible by 3 and then you're destroyed and can't do anything about it. I strategized with pen and paper around the number 4 as the input and managed to beat the game that way.

Pay With Your Blood by bradur 2019-05-05T07:26:54Z ♥ 0

I like the music and art, they fit together well. The movement was smooth and I liked the mouse aiming. The enemy AI was pretty good and I definitely approve of having multiple types of enemies in a level. The sound effects were also on point.

Unfortunately there was a pretty big bug for me on both Firefox and Chrome - I couldn't switch weapons at all and would get stuck with an empty gun and killed. I'd say the basic club weapon should maybe have some changes so I can win fights by skill instead of just trading damage for damage.

Also there was this pretty funny bug here - the enemies can push you outside of the level:

chrome_2019-05-05_00-06-39.png

Lifeless by Kaisean Games 2019-05-04T23:02:02Z ♥ 2

Interesting game with a lot of outside-the-box thinking clearly going into it. The music really made the experience work, my opinion of the game would have been a lot worse without it. Interesting puzzles and message. Very unique game.

Return of the Roguelike by Azargaz 2019-05-04T22:21:10Z ♥ 1

The take on the theme you've done is very original. My game and most others involved a straight trade-off of health points for something else. What you've done still fits the theme but is very different.

I like randomly-generated dungeons and that's always a challenge to develop, so that's a big plus. Seeing how many enemies you can kill before cashing out is a fun risk.

I'd say the main thing to improve is the melee combat. We're clicking with the mouse, but the position of the mouse doesn't affect what direction you swing which is a bit confusing. Also, after the first death if you don't have anything it's sort of a suicide mission and I just hit the refresh button to restart instead.

Space Shooter Redux 2D by Heldernogunity 2019-05-03T06:13:42Z ♥ 1

Highlights:

- The background and the stream of player bullets looked good.

- Player movement was very smooth.

- Good sound on the player's bullet stream.

To Improve:

- Bullets stopped doing damage after a certain level

- Enemy AI doesn't need to be crazy complicated but mirroring the player moves isn't the best option either.

- The health-costing upgrade was forced, this should change to fit the currency theme.

MoneyBag by Chameleon 2019-05-03T04:43:51Z ♥ 1

I liked that life was both currency and a weight modifier. That added a lot of complexity to the mechanic compared to the typical life-spending mechanic that so many games (including mine) have had during this jam.

To improve, I'd say more complex levels that take more advantage of the mechanics would be the biggest thing.

BatteryWars by Sherlock527 2019-05-03T03:55:40Z ♥ 2

Good work, faking out the enemies to dodge them was fun. Upgrading the gun is definitely important, at the start I was doing nothing but over time I got lots of kills. I was able to survive but it was often pretty close and tense.

To improve, I'd make the upgrade system cleaner (I wasted bullets clicking the upgrade button). And it seemed like the screen got a little too full of robots where more varied combat could be more interesting.

Root Maker by Joe Bustamante 2019-05-03T02:55:02Z ♥ 1

The chill atmosphere on this game was very addictive. I managed to come out ahead which was fun. More generally I liked analyzing the trends in the market and seeing what to buy and sell. Those extra side benefits and having a cult was pretty funny as well.

To improve, I found it hard to see any connection between the influence system, the news system, and the prices. And the prices seemed to bottom out at 1.00 which made certain things too predictable.

Dr. Lud Umdare's Revenge by KunoNoOni 2019-05-03T02:22:52Z ♥ 0

I like the character sprite and the retro sound effects. Ludum Dare's short timespan is tough, so getting a game that works well from start to finish is good even if it's really short.

One thing to improve - the walls look more like boost panels than hazards IMO.

Hajime no Botto by nihilaleph 2019-05-03T00:36:25Z ♥ 1

I like the style and the fast-paced variant on the typical turn-based combat. The sounds and screen shake improved the experience a lot. The art and style definitely had the RPG feel going. There are definitely a lot of possibilities for the strategy to go with different weapons and enemies.

The main thing to improve would be to make it more clear when you're doing well or badly. I had a hard time telling and sometimes was going nowhere and sometimes doing big damage really quickly and never really understood why.

cut'n'align by neguse 2019-05-02T08:59:09Z ♥ 1

The music really fits with the chill puzzle style so it was very immersive. I played for a long time for this reason. The new symbols that started to come down were a bit confusing at first but then made sense.

The main thing I'd say to improve is to fit the theme more. Maybe have there be some $ meter and you spend money to drop one block at a time and you die if it runs out.

HAMMO by BadRAM 2019-05-02T08:34:18Z ♥ 1

I like the speedrun aspect the most. I managed to get 16.260 on the 2nd level. Rocket jump challenges are fun in Quake and TF2 so it's good here too. The fast reset really helped for the speedrun sentiment.

To improve I'd say make it more clear if you have killed all the enemies, like a sound or something. And the health-ammo connection needs to be more present with more serious enemies and such.

Stretchy Cat by Engyne 2019-05-02T08:09:53Z ♥ 1

I like the game and it really feels like something you'd find on the real app/play store. The art really fit together with the yarn balls as the obstacles for the cat and so forth.

I agree that the end-of-level animation was a bit slow because I already know from the counter if I have enough segments or not, so I don't want to spend time re-counting.

Deadly Dungeon by SpiRiTs 2019-05-02T07:17:04Z ♥ 1

I like the Mario Party aesthetic, the game was very colorful, and I like the dialogue. It's pretty impressive to include minigames given how short the contest is as well. The merging of the board game and the boss fight was cool, and it had a story surrounding it as well.

To improve, some of the sounds were a bit loud, and the level gave so many coins so the boss was really easy even though I was on a track pad and not playing well. Ideally I'd need to play smart on the board game and play well in the fight.

The Insured Man by rplnt 2019-05-01T09:14:10Z ♥ 1

I like the GTA vibe this game has going on. The level's huge and must have taken a long time to draw. The concept of the gangsters converting the civilians is cool (though I don't think I've seen a conversion on screen so I don't know if it's actual gangster interaction that does it).

The NPCs are pretty good and the cars are amazing. Getting them to wait for each other at intersections and do realistic intersection turns is a huge accomplishment.

The main place for improvement is it's too hard to find the enemies which just led to me wandering around randomly. Aiming is super hard so I get killed by the gangsters - I would rather do the turning and aiming with the mouse.

Register Revenge by Denzil Gomes 2019-05-01T08:18:08Z ♥ 2

Funny literal take on the theme, and the levels were very big for the amount of artwork and detail that went into them. All in all good animations and a generally challenging platformer.

For suggestions, I never found the change shooting that useful. I'd also recommend including infinite lives at least as a mode for a jam to make things easier for the reviewers.

Also, restarting made this absolutely hilarious bug where I could clone myself:

Register_Revenge_LD44_2019-05-01_01-01-02.png

Wu-Wei by luckyDaisy 2019-05-01T07:52:27Z ♥ 2

Good work, I managed to beat all 20 levels! When I beat the game I had never seen the final sawblade zone fully so it was awesome getting to the end scrambling on the fly.

The music and art were on point. Both were subtle but detailed and fit really well with the philosophical theme of the game.

The main place for improvement is that some of the jumps can be hard in a frustrating way.

And a bug: On certain levels you can go off of the left or right of the screen and can't escape or do anything there. You get softlocked.

Cyber Radiation by Alex Stacciarini 2019-05-01T06:40:18Z ♥ 3

I liked the wide variety of enemies, all of which which had good art and animations. I especially liked the quadcopter enemies. The enemy AI seemed good in general. The boss with the expanding and contracting rings had a cool look. I think the levels are procedurally generated, and that's a great and complex feature to add.

To improve, I'd say that the floaty movement and wall drag made dodging a bit hard, and the enemies seemed to sometimes multi-hit and sometimes be hugging me forever with no damage.

Overall, well done!

Our Mechanical Life by qlqrcoisa 2019-05-01T05:55:06Z ♥ 2

Good commentary on modern work culture. The messages in the background really sent the point home, and the way that you had to sort of pay attention to them as you play the game is just how those toxic norms and ideas occur as a background noise in real life.

However, I don't think hitting 100 money should kill you. I get the idea but getting rich in real life doesn't kill you, it's just a trade off with other things like time and happiness, which I think should've been reflected in the game.

Zombie Rush by Johannimations 2019-05-01T01:39:17Z ♥ 0

Good concept and I like the enemies. They're a bit scary but still in the fun cartoonish way. It's got some maze aspect but without cutting into the running and shooting part. The hat and machine gun was a pretty cool top-down visual for the player, as top-down visuals are often very minimal.

I agree with the other commenter that zooming the game out more would be great, as soon as the enemies show on screen it's often too late to kill. This meant I was able to win the crown most effectively by avoiding all enemies and charging to the right.

Transaction Packed by DruLeeParsec 2019-04-30T21:37:01Z ♥ 0

Love the concept. Really fits the theme well, and the game has a good mix of the real-time dungeon shooter genre and something more tactical like a board game. The number of options for purchases were good, and the loot box aspect really added a lot to strategize around. The health gain rate was well balanced with the enemy damage and the cost of upkeep. It's got the Minecraft style infinite mining feel to it.

Things to improve:

- Enemies being simple and infinite makes camping to farm hearts the best strategy. You can get infinite health and money this way. A time limit, a limit on enemy heart drops, or some different types of more aggressive enemies could fix this.

- Some of the upgraded arrows were never very effective like the fire and diamond ones.

- I want bulk discounts on dollars!

LD41 — Combine 2 Incompatible Genres (20)

Planet Escape by Merrow 2018-05-05T09:11:03Z ♥ 1

The music fits perfectly, and in general it's a very interesting genre mashup. I like how the enemies subtract time with their hits to make the two modes interactive. The graphics aren't ultra-fancy but they still do a great job setting the mood and making it immersive.

My one complaint is that the engine room can get a bit repetitive. I'm not sure what changes would be best for fixing that but I imagine there's a way to introduce more variation or challenge into it.

Cardbound by Silvae 2018-05-05T08:44:29Z ♥ 1

Really interesting and fits the theme perfectly. It's great because it requires you to foresee the possible routes to the exit and get strategic about your picks in advance. Just the right difficulty for an LD puzzle game.

I especially liked being able to use cards while paused - really nice quality of life mechanic that keeps click accuracy/speed from dominating the game.

I'd definitely like to see more of this - these are probably the highest ratings I'll give out this LD.

7575 by Shivur 2018-05-05T07:46:59Z ♥ 0

Interesting take on the theme, very unique, much more so than any other entry I've seen. Unusual source of inspiration. On a side note, check out the wiki article for Maxwell's Demon, a physics concept surprisingly related to this game.

I agree with the others it was a bit too hard to tell how you're affecting their movement, if at all. Them sticking in the corner leaving you with no means of moving them was likewise frustrating. I know frustrating is part of the point but I'd say the general herding part did "frustrating" better than them sitting in the corner.

MowZTower by Mowztouch 2018-05-05T07:25:28Z ♥ 1

Okay so first and foremost the remix of the Tetris theme is great. The look is overall quite good. Good application of physics to a game like this, and it fits the theme well.

I liked how it would give me more friendlies to protect over time, but wish they had a bit more movement or jumping power.

Sometimes it would flood with a ton of blocks which didn't really leave any way for me to continue, so I'd say that would be the most important thing to change.

Memory (local multi-player) by Papaver 2018-05-05T07:16:25Z ♥ 1

Nice take on the theme, and good job getting the controls simplified enough to really work out on one keyboard.

Maybe you've already tried this but I wonder what if one player unlocking a card would allow the other player to turn over the other and score the point?

One slightly glitchy thing was the collision effect, seemed like one or the other would randomly get knocked back and the other unaffected.

Topdowngrounds by aemiliu5 2018-05-05T03:27:02Z ♥ 1

Nice work, the aesthetic matched the original game's art style very well. Likewise the music was well-done and appropriate for the game. The concept fits the theme really well.

I'll second the call for enemy healthbars, I'm never sure if there's RNG miss or if some enemies have extra health or what. Also I think there's a bug with exiting to main menu and then starting anew - seems like your character is missing and you can't do anything if you restart like that.

The not-so Correct Platformer by notpresident35 2018-05-03T03:32:49Z ♥ 0

Extremely innovative way to fit the theme, so high marks in both of those categories. Art was simplistic but done with a nice color palette in a way that really worked. Using color to mark 3d depth is pretty rare outside of 3d graphing in math class.

I'd say the biggest thing to improve would be leniency in the platforming. I would often move toward a ledge and jump, then the game would decide I was already off the ledge and couldn't jump and had therefore fallen in. With the top-down paradigm this is especially hard to judge so I would code in some leniency to make the platforming smoother.

Star Shadow (Incomplete) by Veilastrum 2018-05-03T02:57:58Z ♥ 1

I think the artwork clearly the most impressive factor, great futuristic look - that's not easy to achieve on the timeframe. Likewise a lot of cool features like the stealth, sniper mode, dashing that go beyond the basics. Good thematically appropriate music. Radius based aggro on its own isn't that fancy (in fact I have it in my game too) but you've given it an aesthetic that makes it a lot cooler, like the visible radii and the eye that reveals you.

Maybe I didn't figure it out but after dying I couldn't restart without exiting the game. In general stuff like this is more important than adding the sniper mode so I'd recommend that sort of prioritization for future jams.

LD41 by Juzley 2018-05-03T02:40:51Z ♥ 0

Downloaded but crashes before I can play - windows 10 as well myself. When I run it in console the output is "Segmentation Fault".

OptiShot by NoNiMad 2018-05-02T03:26:09Z ♥ 1

Nice game sort of like Golf With Your Friends. I like the options for creative shortcuts. Game working in the browser is always a big plus.

For improvements, perhaps the camera could be slowed down a little? A small touch puts it underground and it's hard to get it right again. Also I think the mouse would sort of get constrained by the edges of the screen or something because I would try to push further and it would get stuck.

Bonus screenshot of me landing the disc on its edge - chrome_2018-05-01_20-28-41.png

Zumaster by infinitycore 2018-05-01T06:54:58Z ♥ 1

Nice work, I like the rotational physics. Movement was good too. Very addictive.

This game triggered my completionist instincts, and I spent a long time (>5,000 points) playing it trying to clear the board. Ultimately gave up because it was requiring greater and greater accuracy and each miss meant 5 hits needed to break even.

I'd say this game could be improved by upping the difficulty on the asteroids side and reducing it on the Zuma side. As it stands the asteroids posed no real threat so it was more a matter of pinpointing the balls into the right spots.

As a side note, to clear the board you need to get it down to 1 ball of 1 color and then get 4 in a row - odds are (1/6)^4 = 0.077%

Jing & Jang delivery Co. by Sanguis 2018-04-30T08:59:33Z ♥ 1

Interesting game that is particularly impressive on the visual side. The music fits well, and the blood splatter was pretty funny and exaggerated.

I'll say the game would probably be better if it were scaled up a bit - as of now the entire thing is very small. This rules out more interesting Frogger mechanics and also makes you rely a bit on luck with the car spawns.

One More Arm by MaximBegunov 2018-04-30T08:16:42Z ♥ 1

Really addictive, fits the theme well, and looks great. Most notably the spin animation - it's not just cycling through the different sprites, it's very artistic. Likewise the sounds for the spin fit perfectly.

The gameplay is nice overall and I was very surprised when the giant "7" spawned.

One issue I noticed was the visibility of the lemons shots. A bit more variety among the enemies would also improve things a lot.

threeSpace by HS_Dave 2018-04-28T10:18:24Z ♥ 1

Good atmosphere, and getting that sort of 3d first-person space travel working must be crazy hard. Building up resources through puzzles and then spending them on gameplay is a good way to fit the theme. Music made this really relaxing.

My main criticisms would be that doing well in the puzzle relies mainly on getting lucky chain-combos, and that there should be a more tangible reward for doing combos with 4+ pieces. Maybe a bit more interplay between the puzzle and the main game would be nice, like having what star you're on affect what tiles you get or something.

Edit: also good name. I clicked because of the 3-space math reference.

TURTLE RACERS - Commanding your way to Victory by samboyer276 2018-04-28T09:49:23Z ♥ 1

Cool art style and fun racing gameplay, sort of like golf where you're trying to get to the end with a series of well-placed shots.

Getting this going on LAN with just 11 hrs of dev time is insane. Also, getting these maps working as well as they are must have been a challenge - they have a lot of curves rather than just straight lines which makes the programming easier.

I will say this game would be a relatively easy one to code AI for and that's probably the main improvement I'd recommend. Also maybe some bounce shots would be cool.

Final Football Tactics by clue 2018-04-28T09:31:11Z ♥ 2

Great concept that allows for deep and complex strategic challenges. Fits the theme extremely well, and this is not an easy theme to follow. Love how it works so well in the browser.

I haven't been able to play it in multiplayer but already I can see the possibilities for high-level strategy and I agree with the chess comparisons a lot of people are making. In terms of game design this is a big winner.

Issues:

- Controls were alright but some minor adjustments could make things a whole lot better. For example WASD would make a whole lot more sense than arrow keys seeing as my right hand is already occupied with the M-K keys. Also might want to let us select players with the 1-9 keys or tab through them.

- Apparently other people have beaten the whole single-player mode but I legit don't understand how that's possible. I get 2 kicks, a kick moves the ball 3 squares, and the goal is 7 away from the start point.

chrome_2018-04-28_02-23-28.jpg

Match n Shoot by a_a 2018-04-28T08:55:49Z ♥ 0

This is my favorite so far. I like the Duck Hunt shooting range style, and it was very addictive. I felt like the gun mechanics were just right so it was satisfying to shoot down the targets. Music very appropriate for the genre.

My main criticism would be that the matcher is a bit too simple requiring a lot of random clicking to find the prizes. However overall I could've played this for a very long time. If there were a bit more difficulty in continuing forever I could even try to set a big high score.

Overall giving high reviews to this, well done.

Space Captain Rodriguez by CalebLewis 2018-04-28T08:39:07Z ♥ 1

Good choice of music, and overall a good way to mix the genres. Cool how the different attacks work better or worse on different enemies, and the integration with the real dating sim style prompts was nice.

Music was good, though I noticed some sounds were missing like when a projectile hits the player.

I would say graphics are the best part of this game, I see a whole lot of work that went into making all different parts of this look good from the score/wave bar to the background to the menus and such.

The Merging by C1FR1 2018-04-28T08:07:01Z ♥ 1

Drive won't let me download your game. I'd recommend using itch.io or Dropbox, both of those will work fine for free. I'll bookmark this page and come back for a proper review later because you've obviously put real work into making something cool.

Tipio's Grand Typery by NedStormFish 2018-04-28T07:58:12Z ♥ 1

Nice work, getting the atmosphere to actually work for a typing game isn't easy. The music fit the theme and was noticeable without getting annoying.

Mechanics are really creative with the poison and bonus. I agree with the general consensus that the poison mechanic could use some changes but the overall concept of the trap letter changing is one I'd never heard or thought of. Likewise guessing the letter makes for a fun language game.

For stuff to improve, my biggest thing would be the shift key. It's standard to have the first letter be caps but if you're not going to do that I'd just make the casing irrelevant rather than having uppercase be wrong.

LD39 — Running out of Power (18)

Assault and Batteries by SecondThread 2017-08-07T01:19:31Z ♥ 1

Nice work! Online PVP is very impressive for a 48-hour competition. The game fits the theme well, and the array of classes adds some nice strategic depth to it. Game mechanics generally work smoothly and I didn't have any issues with lag making the PVP buggy.

Good attention to detail with stuff like reload times and unique weapons and special abilities for all the classes.

Stuff to improve: - It would probably smart for you to host one public server for people to play on. I have the whole LAN thing figured out but lots of other people don't. Even those who do don't necessarily have people available in their house to play with so having a public server to connect those people would be great.

- You may want to add some stuff like power-ups or level-ups. Presently it was a bit too direct a matter of killing players and shooting the battery.

- The way you select your class via that tiny button in the menu should probably be changed. I almost overlooked it entirely.

Overall, nice work - I'd like to make a PVP game myself for some future Ludum Dare.

3eV by Naarakah 2017-08-07T00:51:46Z ♥ 0

Hi! Seems something is up with your server. I can't download your game due to the following error:

naarakah.fr took too long to respond.

ERR_CONNECTION_TIMED_OUT

I understand the appeal of having your game up on your personal server but you may want to also host it on Google Drive, Itch.io or Dropbox just in case something happens to your server again.

Hopefully you can do this and/or get your server fixed soon - sounds like the people who were able to download it liked it a lot! I'll be back to playtest this in a couple days.

Float by MickeyG 2017-08-07T00:29:44Z ♥ 1

Nice work! Challenging platformer but the difficulty was tuned very well. I really like how solving the puzzles takes creative use of movement velocity, jump velocity, gravity, walls, the float mechanic, and post-float acceleration all together. This game reminds me a lot of the Steam game VVVVV, but really the mechanic in your game is in a lot of ways more interesting.

Stuff to improve: - Game loops at the end instead of presenting a proper end screen.

- The spikes' hitboxes are a bit buggy in that touching them only on the very edge while jumping still gets you killed.

- Could stand to be a bit more connected to the theme. Maybe if you had a limited amount of power with which to use the float ability, that could be an additional challenge and make the game fit the theme better.

Overall great work - this has been my favorite game of everything I've reviewed thus far.

Turn the Lights Off! by obidubi 2017-08-03T05:19:40Z ♥ 2

Great game! The AI humans walking around the level turning stuff on and off are really cool from a technical perspective. Likewise the minimap is another impressive feature to have in your game. The overall game had a fun concept that fit the theme really well.

Things to improve:

- if you're right up against the light switch and press "r" it doesn't register your press. Once I figured out the appropriate distance it wasn't a problem but it felt pretty broken at first.

- Hard to really do much to have a better score - my record was 153 but I can't really tell what I'd need to do to improve that. Someone else suggested a slap mechanic and also a minimap with the NPCs on it too. Either of those would give more room for a skilled player to excel.

----- Once again, great work with the wandering NPCs 😀

Five Stages by SonicGrey 2017-08-03T04:39:11Z ♥ 0

Challenging platformer, good music, pretty good graphics too.

For polishing the game in the future I'd recommend working on the smoothness of the platforming mechanics - some of the spike jumps were difficult solely because of awkwardness in the hitbox/jump mechanics and that's not where you want your difficulty to come from.

That first disappearing staircase jump was pretty funny - overthinking it really gets you killed but the simplest technique imaginable works amazingly well.

Running Out of Power by Darkhog 2017-08-03T04:18:19Z ♥ 1

Pretty funny - also cool that the game sort of takes place in the physical world. Accessing the computer's battery life is impressive from a technical perspective - I had no idea that a game could do that.

One funny thing I noticed was that I could use the arrow keys to move off the main menu and onto other screens that were supposed to only be accessible by clicking the buttons.

As far as improving the game goes, maybe there exists some change to the mechanics so it doesn't take so much time to get intense. Like if you set a minimum power of 90% it wouldn't take as long to reach from 10% and you'd have to plug and unplug to hover between 90 and 100%.

Energy Ghosts by FanMan 2017-08-03T04:07:19Z ♥ 0

Broken download links! You went to all this work to get the game working in time to upload, please don't let a broken link all make your effort go unrecognized.

Last Showdown by ronan13 2017-08-03T03:52:11Z ♥ 1

Nice work - I can tell this game took a lot of effort. Building a fighting game on a 72-hour timespan is extremely difficult. Everything from animations to button combos is all very time-consuming and this is what makes fighting games one of the hardest genres to choose for a game jam. The wall hanging/grappling feature also looks like something that would be pretty hard to implement. Great music as well.

Stuff to improve: - It would probably be a good idea for you to upload a QWERTY version of the game. It would just be a matter of changing a couple characters in the source code and hitting the build button and it would let lots of people test your game better and more easily.

- Character-background distinction: this is an issue of color scheme and the size scaling of the overall game.

- Controls: even using the controls that weren't affected by the AZERTY thing was still a bit difficult. You may want to scale back the complexity of the controls to account for the fact that you have multiple players on one keyboard.

- Health and damage scaling: My character was doing very little damage to the enemies, seems like a little bit of number tweaking could improve the game a ton.

Overall, good job!

Power Misplacement by Maks Loboda 2017-08-02T08:00:45Z ♥ 2

Interesting concept, well executed overall. Graphics and movements were all really smooth - gun movement that smooth is really rare for a project developed on a timescale this short. Game fit the "running out of power" theme well. Various cool enemies with unique attack patterns.

Things to improve:

It seemed like there was nothing past the initial level in terms of content - it just keeps scrolling right with no enemies. Given how polished and complex the rest of the game was, this was surprising to me. Maybe I'm not playing it correctly which brings me to my next point - this game needs some instructions. I recommend posting instructions and some gameplay screenshots on the page to make the listing more complete.

Hold My Coffee by sunnray 2017-08-02T07:21:53Z ♥ 2

Nice work! Best I've played so far this Ludum Dare. Great artwork both in the foreground and the background. Music was subtle, excellent, and fit really well with the art style and the general spirit of the game. I also like the randomly generated levels - I used those in my game too, and I can definitely appreciate the work it takes to make that random generation work out.

Things to improve:

- Controls and movement were a bit strange - jumping seemed to sometimes go very far, sometimes not very far. Likewise the ball would sometimes go very fast, sometimes very slow.

- A bit of story in the game post may make it fit better with the theme. I get that turning lights on relates to power but maybe a brief bit of story would connect it more thematically.

Running out of spoons by Andrea 2017-08-02T05:45:53Z ♥ 0

The graphics are impressive given the 72-hour time constraint of the project. I like how the game is playable directly in the browser - very convenient to review and playtest. Interesting concept with respectable goals.

Fairly Wizardly by Plasmonic 2017-08-02T05:23:01Z ♥ 1

It seems like you've finished your game - good job on that. Unfortunately right now no one can play it since the download link is broken. I recommend using either Google Drive or Dropbox to make your download link. Both options will be very easy as you've already built your game.

Number Station by Sloan Kelly 2017-08-02T04:56:24Z ♥ 0

Your link is broken! The most common way of hosting files is to post them in a publicly accessible folder on Google Drive or Dropbox. You say you're using Unity, so you'll probably want to upload a single zip file with all the files necessary to run the game.

Dash out of Power by Lucas Ferrantelli 2017-08-02T04:39:35Z ♥ 0

No playable download as of now. If you're having trouble hosting your content, I'd recommend using either Google Drive or Dropbox - both will allow lots of people to easily download your game.

Light's out by Kjtherocker 2017-08-02T04:35:37Z ♥ 1

Nice game, reminiscent of the tanks game on Wii Play. Horde survival is fun, and some of the features you've included are very impressive. Namely enemy shooting and movement AI - those are not easy to implement. Likewise, making it cost energy to shoot was a smart design choice.

Things to improve outside the game: Make the download be a single pre-zipped file Upload some gameplay screenshots to the game's page on this site! Add a description for the game on this site

Things to improve inside the game: Add restart/exit buttons Make the energy meter more prominent (possibly a bar?) Make WASD work in addition to arrows Add visual/audio cues so the player can tell when they get damaged/powerups/kills

Power swap by earnso 2017-08-01T07:42:31Z ♥ 3

Even if technical issues are delaying your post of the game download, there's still a lot you can do! You can post early screenshots, explain what your game is about, and review other people's games. All of these things can help drum up interest in your game for when you do get the download working.

Fail-Safe by John Cromartie 2017-08-01T06:06:20Z ♥ 1

Your story seems cool but as of now it looks like you haven't posted a link from which to download the game. Fortunately, you can edit the page to add in your links. If you're having trouble making a download link, both Google Drive and Dropbox are popular means of hosting the files.

I'll check back in a few days - hopefully I can try out your game and see the story in action.

MetaMato by filthsu 2017-08-01T05:49:10Z ♥ 0

Interesting concept, fits the theme in a unique way. Good humor value. The whole moving cell phone model seems like it would be difficult to implement so I'll give some props there as well.

I played this and got up to the shower part but for some reason the cursor wouldn't lock on to the circle for that part.

The other issue I had was the fact that hitting the enter key wouldn't always restart - I had to go back to the desktop. This may be something you want to fix to make it easier for other judges to test out the game appropriately. IIRC you can make this sort of bug fix even after the submission deadline.

LD35 — Shapeshift (1)

0-/-0 by swinestudios 2016-04-19T21:20:00

@Blobo If three portals are in range, priority goes to the two that were first in range, and the third one remains active for pairing but not connected to anything.

-GenTel

LD32 — An Unconventional Weapon (3)

Food Fight APOCALYPSE by dusakus 2015-04-21T06:00:00

Pros:

Creative scenario, artistic, interesting level design. Good sound effects and music. Multiple types of enemies with unique mechanics, fluid movement.

Cons:

Main menu arrow registers keypresses as anything from 1-3 presses. Platforming was buggy at times. Steak weapon was almost useless. LD32 "unconventional weapon" theme was not all that central to the game. Loading times were a bit long.

Dueling Time, Sir! by HybridMind 2015-04-21T05:06:00

Pros:

Enjoyable theme/art/music, well-polished with an array of characters and customizations. Funny dialogue.

Cons:

Jam theme (unconventional weapon) not all that central to the game. >50mb .zip download was a bit excessive for a 2D turn-based game.

KNIGHTS of the TURNTABLE by Pomb 2015-04-21T04:36:00

Hilarious slow-mo and dubstep, generally well-polished. Having a difficult time figuring out what I'm doing well to win or what I'm doing wrong to lose, however.